Final Girl - Quick Start Guide for Beginners (Carnage at the Carnival)

Reading time approx. 10–12 minutes
Quick Start – First Game (with Rule Clarity)
Final Girl is a solo horror board game by Van Ryder Games where you play as the last survivor fighting against a killer.
Carnage at the Carnival pairs the killer Geppetto – The Puppet Master with the location Carnival of Blood. This combination introduces two special mechanics at once: hidden traps in the Item decks and permanent Trap Tokens on the board triggered by Terror cards. On top of that, Geppetto's signature: up to three Puppets acting as independent minions, making him unkillable as long as all three are on the board.
This guide focuses on tactical flow, trap mechanics, Puppet rules, common mistakes and the best strategies against Geppetto at the carnival.
| Players | Play Time | Difficulty | Requires |
|---|---|---|---|
| 1 (Solo) | 45–75 Min. | Medium–Hard | Core Box + Feature Film Box |
This guide is aimed at players who already know the Core Box and want to dive into Geppetto and Carnival of Blood. All box-specific rules are fully explained – core mechanics such as dice rolling, action cards and the basic flow of play are assumed to be known.
Table of Contents
- What You Need
- Goal of the Game
- The Game Boards
- Box-Specific Setup
- Special Mechanic: Puppets + Immortal Master
- Special Mechanic: Terror Traps + Item Traps
- Special Mechanic: Dark Powers + Finale Cards + Zappo
- Killer Phase + Panic Phase – Box-Specific Rules
- Weapons & Items – Full Rating
- Character Choice: Asami or Charlie?
- Best Card Combinations by Character
- Advanced Strategies Against Geppetto
- The 6 Most Common Mistakes
- Summary
1. What You Need
Core Box: Contains all shared components – dice, action cards, meeples and markers.
Feature Film Box – Carnage at the Carnival: A single box contains everything for the killer and location – Killer Board for Geppetto, Location Board for Carnival of Blood, all Terror and Event cards from both sets, Finale Cards, Dark Power Cards, the Puppets card with three Puppet tokens, Item cards, three Item Trap cards, three Terror Trap tokens, the Terror Trap reference card, plus the two Final Girls Asami and Charlie.
Important core rule: Final Girl cannot be played with the Core Box alone – you always need at least one Feature Film Box. For Carnage at the Carnival, a single Feature Film Box is enough.
2. Goal of the Game
Victory: Geppetto loses all Hit Points and his last health marker (Final Health Token) is empty.
Defeat: Your Hit Points drop to 0 and your last health marker is also empty.
Special case: If you and Geppetto die simultaneously, you win – the ultimate sacrifice!
3. The Game Boards
| Tableau | Box-spezifische Details |
|---|---|
| Player Board | Hit Points, Horror Level, Time Tokens, Backpack. Serves as a player aid with all 5 phases. |
| Killer Board – Geppetto | 8 Hit Points. Starting Horror Level: 4 (top left – this is the player's starting Horror Track value). Beside it sits the Puppets card with the Ready and Exhausted areas. |
| Location Board – Carnival of Blood | Spaces: House of Mirrors, Animal Cages, The Big Top, Clown Car, Tunnel of Horrors and Midway. Spaces are adjacent only when connected by a line – not because they look close on the board! |
4. Box-Specific Setup
All general setup steps (choose a Final Girl, Setup card, Event card, health markers) → Core Guide. For Carnage at the Carnival, these box-specific steps apply:
Prepare the Puppets card: Place all three Puppet Tokens in the Ready area. The card sits next to the Killer Board and tracks the state of all Puppets.
Starting Hand: Take the 6 free Zero-Cost action cards – identified by the golden hourglass symbol with "0" – as your starting hand. Lay out the remaining action cards as the Action Tableau in two rows ascending by cost.
Item Decks (Special Setup – Mandatory!):
- Set aside the three Item Trap cards. Shuffle the remaining Item cards.
- Deal three piles of 2 Item cards face-down. Shuffle one Item Trap card face-down into each pile. Shuffle each pile individually.
- Place one Item card face-up on top of each pile as the visible top card. Return remaining cards to the box.
Result: 3 Item decks of 4 cards each – every deck contains one hidden trap.
Mixing in Character Items: Playing Asami → shuffle Asami's Knife Belt into the full Item pile before step 1. For guaranteed availability: draw only 11 regular Items, add the Knife Belt (= 12 cards), then run the 3 steps. Same applies for Charlie's Giant Hammer.
Terror Deck: Shuffle all Terror cards from Geppetto (16 cards) and Carnival of Blood (8 cards, including 3 Terror Trap cards) into one combined deck = 24 cards total. All 24 are used.
What each Terror card does: Terror Card Glossary
What each Event card does: Event Card Glossary
5. Special Mechanic: Puppets + Immortal Master
Core Puppet Rules
- Each Puppet has 1 Hit Point and 1 Attack value. Their movement equals Geppetto's current movement value.
- Puppets must end their movement within 2 spaces of Geppetto. They may move farther away but must be close enough at the end of the move.
- If a Puppet ends up more than 2 spaces away due to a card effect, on its next turn it must return to Geppetto first before targeting anything else.
- When a Puppet is killed, place its token in the Exhausted area of the Puppets card.
- At the start of every Killer Phase – as long as the Finale has not been revealed: 1 Puppet from the Ready area spawns in Geppetto's space. Then move all Exhausted tokens to the Ready area.
Immortal Master (Dark Power Card)
Immortal Master is a regular Dark Power card revealed when a specific Bloodlust Level is reached – not from the Terror Deck. From that point: as long as all 3 Puppets are simultaneously on the board, Geppetto cannot be killed – only the final hit on his Final Health Token is blocked. Normal damage to his regular health markers still applies.
Game-deciding rule: You can freely weaken Geppetto during Immortal Master – but not kill him. Only once at least one Puppet is eliminated can the final blow land. Weaken Geppetto in advance and save the killing strike for the right moment.
6. Special Mechanic: Terror Traps + Item Traps
Terror Traps – Permanent Traps on the Board
Certain Terror cards place a Trap Token in your current space. The token triggers immediately on you and all Victims in the space – and stays permanently. It triggers every time someone enters. Enemies (Puppets + Geppetto) ignore Trap Tokens completely.
Terror Trap Reference Card – Complete Translation
Whenever a Terror Trap card is drawn from the Terror Deck: place the corresponding Trap Token in your current space. The trap triggers immediately on you and all Victims in your space.
- Victims: Every time a Victim enters a space with a Trap Token (or is already in one) – it is immediately killed.
- Final Girl: Every time you enter a space with a Trap Token (or are already in one) – you suffer the relevant trap effect (see table). Not instant death.
- Enemies (Puppets + Geppetto): Completely ignore Trap Tokens.
| Trap Type | Your Effect on Entry | Threat Level |
|---|---|---|
| Spinning Floor Blade Trap | Roll 2 dice: results 1–4 each deal 1 damage; results 5–6 may move 1 space | Very High – Permanent threat |
| Rope Trap | Randomly discard 1 Action card from hand | Medium – Card loss |
| Acid Pitfall Trap | –1 HP | Low – but permanent |
Very High = Primary permanent threat | Medium = Situational | Low = Manageable
Countering Traps: Crystal Ball – once per Action Phase: roll 1 die; on 5–6 look at the top Terror card and place it on top or bottom. Sending Terror Trap cards to the bottom buys time to leave the space. Found Footage – when discarded: fully negate a Terror Trap or Item Trap, no Trap Token is placed.
Item Traps – Hidden Traps in the Search Decks
One Item Trap card is hidden in each of the 3 Item decks. When drawn during a Search, it must be resolved immediately – unless Asami or Zappo are involved. If a regular Item card is also drawn, you may keep it – but resolve the trap first.
| Trap | Immediate Effect | Ongoing? | Discard When |
|---|---|---|---|
| Hidden Cobra Trap | – | Yes – each Upkeep Phase: –1 HP | Once HP is restored |
| Knockout Gas Trap | Action Phase ends · Time Tokens → 0 · +1 HP | No | Sofort |
| Steel Bear Trap | –1 HP · movement locked | Yes – until 2 Time Tokens are spent | After removing the trap |
Asami is fully immune to all Item Traps – she ignores them when drawn and discards them. If Zappo draws an Item Trap while searching, he panics: trap effects are ignored, Zappo is discarded and no longer available.
7. Special Mechanic: Dark Powers + Finale Cards + Zappo
Dark Powers – 2 Minor + 3 Regular
Minor Dark Powers are in the Terror Deck and drawn randomly like normal Terror cards – placed permanently on the Killer Board immediately. Regular Dark Powers are revealed when specific Bloodlust Levels are reached.
| Card | Type | Effect | Priority |
|---|---|---|---|
| Puppets Everywhere | Minor Dark Power | Victim in your or adjacent space killed → immediately +2 Bloodlust | High |
| „Am I a Puppet?" | Minor Dark Power | Start your turn >2 spaces from Geppetto → lose HP equal to his current Attack value | Very High |
| Immortal Master | Dark Power | All 3 Puppets on board → final hit on Geppetto blocked | Critical |
| Weapons Graft | Dark Power | Puppets deal 2 damage instead of 1 | Very High |
| Massive Abominations | Dark Power | Each Puppet ignores the first point of damage per round | High |
Critical = Spielentscheidend | Very High = Sofort reagieren | High = Nicht ignorieren
Finale-Karten (Finale Cards)
At the start, one of the three Finale Cards is randomly chosen. Its back shows the Minion Action Line for the entire game. Once the Terror Deck is exhausted, the front side is revealed.
| Finale Card | Effect When Revealed | Puppet Movement | Threat Level |
|---|---|---|---|
| Remember Them? | All remaining Puppets spawn immediately | –1 space | Medium |
| No Strings Attached | Puppets no longer restricted to 2-space radius | +1 space · free movement anywhere | Very High |
| I Made Your Friends | Victims act as Puppets in the Killer Phase and attack you | Normal | Very High |
Very High = Fundamentally changes the endgame | Mittel = Manageable with preparation
Zappo – the Carnival Monkey
Zappo arrives via the Event Card "So Much Junk" – when revealed, Zappo goes directly into your Backpack.
- Remote Search: Perform a Search action from up to 2 spaces away – no need to physically move there.
- One-time Trap Immunity: If Zappo draws an Item Trap → trap effects ignored, Zappo discarded, no longer available.
Loss: If you lose Zappo (for any reason) → –1 die for Search action cards for the rest of the game (minimum: 1 die).
8. Killer Phase + Panic Phase – Box-Specific Rules
Killer Phase – Puppet Spawn Sequence:
- Draw a Terror card and fully resolve all effects.
- Spawn a Puppet (first step of the Minion Action Line, before Finale is revealed): 1 token from the Ready area to Geppetto's space. If Ready area is empty → no spawn. Then move all Exhausted tokens to the Ready area.
- All Puppets on the board perform the action of the drawn Terror card – one at a time, in the order of your choice. If the card specifies no Puppet action → use the standard Minion Action from the back of the Finale card.
- Then Geppetto acts.
Panic Phase – Box-Specific: Only Victims in the same space as Geppetto or a Puppet enter Panic – not all Victims on the board. Puppets trigger Panic exactly like Geppetto himself.
9. Weapons & Items – Full Rating
Strength rating is a tactical assessment, not official rules. Range 0 = same space, 1 = adjacent space, – = no attack.
| Weapon / Item | RW | Damage | Hands | Special | Rating |
|---|---|---|---|---|---|
| Asami's Knife Belt ⭐ Asami only |
0–1 | 0–1 | 1 | Like Knife Bandolier – freely split damage across multiple enemies. Mix into Item deck before setup. | Strong |
| Charlie's Giant Hammer ⭐ Charlie only |
0 | 3 | 2 | Min. 2 HP required; after attack –1 HP. Highest single-hit damage in the game; only 2 HP minimum instead of 4. | Strong |
| Throwing Axe | 0–1* | variabel | 1 | Thrown to adjacent space; then discarded. Surprise attacks on Puppets at range. | Strong |
| Strongman Hammer | 0 | 3 | 2 | Min. 4 HP required; cannot be stored in Backpack; after attack –1 HP. | Strong |
| Knife Bandolier | 0–1 | 0–1 | 1 | Freely split damage across multiple enemies. Ideal: weaken a Puppet and Geppetto simultaneously. | Strong |
| Aluminum Bat | 0 | 1 | 2 | On hit against Geppetto: remove a Minor Dark Power card. The only counter to Weapons Graft / Massive Abominations. | Strong |
| Pepper Spray | – | – | 1 | Geppetto in same space → end Killer Phase immediately. Grants a free Action round. | Strong |
| Crystal Ball | – | – | 0 | 1× per Action Phase: roll 1 die – on 5–6 look at the top Terror card and place it on top or bottom. Send Terror Trap cards to the bottom. | Strong |
| Found Footage | – | – | 0 | Discard → fully negate one Item Trap or Terror Trap. The strongest protection against permanent Trap Tokens. | Strong |
| Zappo (Carnival Monkey) | – | – | Rucksack | Via Event Card "So Much Junk". Remote Search up to 2 spaces. One-time Item Trap immunity. Loss: –1 die for Search permanently. | Strong |
| Disguise & Makeup Kit | – | – | 1 | Reaction card: Enemy targets you → you count as a Victim, enemy attacks the next Victim instead. | Strong |
| First Aid Kit | – | – | 0 | Passive: every Action card that restores HP gives +1 HP extra. Especially valuable for Asami. | Strong |
| Energy Drink | – | – | 0 | Discard: choose +3 Time Tokens OR move 1 space. Time bonus in critical moments. | Strong |
| Super Lucky Dice | – | – | 0 | Reroll any dice; then roll 1 die: 1–4 → discard the item, 5–6 → keep it. Risky but powerful. | Strong |
| Telescoping 10' Pole | – | – | 2 | Passive: 1× per Action Phase skip one space – bypass trap spaces deliberately. Victims do not follow. | Strong |
| Bullwhip | 0 | 1 | 1 | On hit: push the enemy 1 space. Dislodge Puppets from key positions or keep Geppetto away from Victims. | Medium |
| Trashcan Lid | – | – | 1 | Ignore 1 damage; 3 charges. Protection when Guard/Retaliate aren't in hand. | Medium |
| Knife | 0 | 1 | 1 | Basic melee weapon with no special effect. Keep searching if possible. | Medium |
| Mysterious Pills | – | – | 0 | Discard: ignore an enemy attack OR restore +2 HP. Situationally useful. | Medium |
| Steel Bear Trap | – | – | – | Item Trap: –1 HP + movement locked until 2 Time Tokens are spent. Asami immune. | Danger |
| Hidden Cobra Trap | – | – | – | Item Trap: permanently –1 HP each Upkeep Phase until HP is restored. Asami immune. | Danger |
| Knockout Gas Trap | – | – | – | Item Trap: Action Phase ends immediately · Time Tokens → 0 · +1 HP. One-time. Asami immune. | Danger |
| Old Revolver | 1 | 1 | 1 | Only works with Weak Attack. Rarely worth using. | Weak |
Strong = Grab immediately | Medium = Take when available | Danger = Item Trap | Weak = Rarely worth it
* Throwing Axe: When thrown to adjacent space (Range 1), it is discarded after the attack.
Throwing Axe – Fernkampf auf at distance 1 without moving. Ideal for surprise Puppet attacks.
Strongman Hammer / Charlie's Giant Hammer – Höchste Schadensleistung in the game. Strongman Hammer cannot be stored in the Backpack. Giant Hammer only requires 2 HP minimum instead of 4.
Knife Bandolier / Asami's Knife Belt – Split damage freely: weaken a Puppet and Geppetto in one action.
Aluminum Bat – Einziger Counter to active Dark Powers. Removes Weapons Graft and Massive Abominations on hitegen.
Crystal Ball – Seeing Terror Trap cards coming and pushing them to the bottom gives time to leave the space.
Found Footage – Fully negate a Terror Trap or Item Trap. The strongest trap protection.
Telescoping 10' Pole – Skip trap spaces without triggering effects. Especially valuable late-game with multiple Trap Tokens active.
Full Item Card Glossary: Item Card Glossary – Carnage at the Carnival
10. Character Choice: Asami or Charlie?
Asami – Search Expert and Trap Immunity · 5 HP
Asami has 5 HP – less than Charlie – but two strong passive advantages: each time she successfully draws at least one Item card, she may draw an additional card and keep the better one. She is also fully immune to Item Trap cards – she ignores them as if they were never drawn. Für jedes gerettete Opfer regeneriert sie 1 Lebenspunkt.
Setup note: Mix Asami's Knife Belt into the correct Item deck before setup.
- Early game: Close Call + Search → Asami's Knife Belt or Knife Bandolier as quickly as possible
- Mid-game: Guard (2× in hand) + Retaliate (1× – only 1 in deck) + Distraction to keep Puppets away from Victims
- End-game: Furious Strike + Critical Blow with Knife Belt – split damage between Geppetto and remaining Puppets
- Kernstrategie: Suchbonus aggressiv nutzen to secure good items early. Trap immunity gives freedom to search riskyere Suchstapel gezielt zu leeren. Opfer retten um Hit Points zu regenerieren.
Charlie – Tough Fighter with Signature Weapon · 7 HP
Charlie has 7 HP – the most in this combination. Her active ability allows her to, during the Action Phase, voluntarily take 3 damage to put Critical Blow directly into hand – no Search, no luck involved. This makes her the most reliable finisher in the endgame. For each rescued Victim she gains a Time Token.
- Early game: Close Call + Search → Charlie's Giant Hammer if possible
- Mid-game: Guard + Retaliate + Furious Strike. Charlie's higher HP allows riskier positioning close to Geppetto.
- End-game: Use active ability to put Critical Blow directly into hand. Combined with Giant Hammer, this is ther stärkste einzelne Angriffszug gegen Geppetto.
- Kernstrategie: Hohe LP gezielt als Puffer nutzen. Adrenalin-Schub (Adrenaline Rush) Factor in Adrenaline Rush at 1 HP – sometimes it's worth taking damage deliberately rather than healing. Rescuing Victims gives back Time Tokens.
11. Best Card Combinations by Character
Community tactical rating for Geppetto + Carnival of Blood – not official rules.
| Eigenschaft | Asami | Wert | Charlie | Wert |
|---|---|---|---|---|
| Hit Points | 5 HP – less buffer | Disadvantage | 7 HP – more margin | Advantage |
| Item Traps | Fully immune – ignore and discard | Strong Advantage | No immunity – traps must be resolved | Disadvantage |
| Search | When ≥1 Item drawn: draw +1 card & keep the better one | Advantage | Standard search, no bonus | Neutral |
| Active Ability | No active special ability | Neutral | –3 HP voluntarily → Critical Blow directly into hand | Advantage |
| Rescue Victims | +1 HP per additional rescued Victim | Advantage | +1 Time Token per additional rescued Victim | Advantage |
| Character Item | Knife Belt: Range 0–1, Damage 0–1, 1 Hand – split damage freely | Advantage | Giant Hammer: Range 0, Damage 3, 2 Hands, min. 2 HP | Advantage |
| Overall Rating | Very Strong – Trap immunity ideal for Carnival of Blood. Recommended for first plays. | Strong – Robustheit + verlässlicher Endspiel-finisher. For experienced players. |
Advantage = Überwiegend positiv | Neutral = Situational | Disadvantage = Makes the game harder
12. Advanced Strategies Against Geppetto
Strategy 1 – Reach the Green Zone (top priority): 3 dice in the green zone of the Horror Track is your primary goal. Play Focus actively as the level rises. With 1 die every action is a gamble – even more so against Geppetto and his Puppets than against other killers.
Strategy 2 – Track Immortal Master: Once all three Puppets are on the board, Geppetto cannot be killed – normal damage still applies but the final blow is blocked. Freely weaken Geppetto – but kill at least one Puppet before landing the killing strike. The Knife Bandolier and Throwing Axe are ideal for this as they can reach multiple enemies or distant targets.
Strategy 3 – Map the Trap Spaces: Once a Terror Trap triggers, that space is permanently dangerous. Remember which spaces carry traps – especially thoroughfares. The Crystal Ball lets you peek at Terror cards and push Trap cards to the bottom of the deck. Found Footage negates a trap completely.
Strategy 4 – Systematically Exhaust the Puppets: Puppets regenerate each Killer Phase cycle. You can never permanently kill all three – exhausted Puppets come back. Instead: always keep at least one Puppet dead to block Immortal Master. One Puppet dead = Geppetto can be killed. Still attack and weaken Geppetto during Immortal Master – so the killing blow lands when the moment is right.
Strategy 5 – Aluminum Bat Against Dark Powers: Weapons Graft is the most dangerous Dark Power – Puppets dealing 2 damage combined with Immortal Master is nearly unbeatable. The Aluminum Bat can remove a Minor Dark Power card on hit. That is its only but massively important use.
Strategy 6 – Prepare for the Finale: When the Terror Deck is nearly empty: melee weapon equipped, 1× Guard or 1× Retaliate in hand (only 1 Retaliate in the deck), enough HP, Close Call available, at least one Puppet dead. Geppetto's Finale Cards can force Puppets in with increased urgency – be ready for simultaneous attacks from multiple directions.
Strategy 7 – Victims as a Buffer (tactically, not emotionally): Geppetto and Puppets attack Victims before targeting you – as long as Victims are in their space. This sometimes buys a round to heal or search. Use deliberately – don't overdo it since dead Victims raise Bloodlust.
13. The 6 Most Common Mistakes
1. Misunderstanding Immortal Master: All three Puppets on the board means Geppetto cannot be killed – but normal damage to his health markers still applies. Common mistake: not attacking Geppetto at all while Puppets are alive. Correct: freely weaken him, but save the killing blow until at least one Puppet is dead.
2. Forgetting Trap Token Spaces: Accidentally entering a trap space mid-endgame can be fatal. Traps are permanent – remember which spaces are affected, especially high-traffic spaces.
3. Underestimating Item Traps: The Hidden Cobra Trap is especially dangerous – it permanently costs 1 HP each Upkeep Phase until HP is restored. Found early in the game it can destabilise the entire run.
4. Misreading the Time Token: When it hits zero, you may still continue. When it goes below zero, the Action Phase ends immediately – no more Time can be gained after that.
5. Puppets Also Trigger Panic: During the Panic Phase, Victims in the same space as Geppetto or a Puppet enter Panic – not only Victims near Geppetto. Puppets trigger Panic exactly like Geppetto himself.
6. Misusing the Final Health Token: It is placed face-down – only when revealed (when HP reaches 0) does it show whether you survive or lose. Never look at it beforehand!
14. Summary
Carnage at the Carnival is one of the most demanding Feature Film Boxes from Final Girl Series 1. Geppetto's Puppet mechanics, the permanent Trap Tokens and the Minor Dark Powers from the Terror Deck create a constantly escalating threat that forces decisions under time pressure. The box rewards disciplined play: control the Horror Level, know your traps and use the right weapons at the right moment – and you have a real chance.
Asami is the recommended choice for a first game – her Trap immunity and Search bonus provide significantly more room for error. Charlie is the more reliable endgame choice once the mechanics click. Both characters offer enough depth for many replays.
All core rules in the Final Girl Core Guide. Card glossaries for this box:
→ Terror Card Glossary
→ Event Card Glossary
→ Item Card Glossary
Here's the link to the official rulebook and the link to the German fan translation.
The German rules translation was created by BGG user head bert. Many thanks for that.
Notice: This is an unofficial fan guide and is not affiliated with the manufacturer or publisher of the game. Final Girl and all associated names, cards and game content are the property of Van Ryder Games. This site is neither endorsed nor authorised by Van Ryder Games.
We accept no liability for the content of linked pages. Responsibility lies with the respective operator; links will be removed promptly upon notification of rights violations.
Original texts, translations and compilation: © ReDesign.